Skip to main content
This page is the single source of truth for every minigame. Each section lists the export, the player mechanic, and every option with its valid range and per-difficulty default.
All options are optional. The numbers shown are clamped at runtime — passing values outside the range does not error; they get clamped to the nearest endpoint. Per-difficulty defaults are picked up automatically when an option is omitted.

Reference table


Pattern

NxN grid flashes a growing sequence; player repeats it by clicking.

Circuit

Grid of rotatable pipes; connect the start endpoint to the end before time runs out.

Sequence

Greek letters appear one at a time, the full sequence holds, then hides. Player re-enters it on the keypad.

Verbal

One word at a time. Click SEEN (Q) or NEW (E). Lose on too many mistakes; win on a streak.

Memory

Random tiles light up on a grid, then hide. Click all of them.

Crack

Mastermind. Deduce the hidden color combo from per-slot feedback pegs.

Sniffer

A live packet stream scrolls past. Click every packet matching the target signature (proto + IP + port + flag). Missed or false clicks cost a life.

ColorCount

A grid of colored cells flashes. Hide it, then ask “how many of color X were on the board”. Multiple rounds.
gridSize is clamped to a max of 7 by the normalizer even though the medium and hard defaults reference 8 and 9. The defaults table is read first, then the clamp applies — meaning all three difficulties currently render at gridSize 7 unless you pass an explicit override below 7. Worth knowing if you’re tuning.

Drill

Manage drill power: heat rises with applied power, cools when idle. Strikes cost lives; depth is the goal.
Drill is bare-only. The terminal chrome reads thematically wrong against an industrial drill panel.

Lockpick

A cursor sweeps a horizontal track. Tap when the cursor is over the (hidden) zone to set a pin. Misses cost strikes.
Lockpick is strip-only.

Fishing

Direct port of the cc-fishgame mechanic — keep a moving zone over a fish until the bar fills. Uses rarity instead of difficulty.
Fishing is strip-only.

Path

A field of points appears with one highlighted as the start. Click the nearest unvisited point. Wrong-click instant-fails. Multiple rounds.

Untangle

A planar-by-construction graph spawns with edges visibly intersecting. Drag points until no two edges cross.

Hotkey

Each prompt shows a key and a window. Hit it inside the window or eat a miss.

Tracer

Hold the cursor inside a moving target circle for a duration.

Aim

Click shrinking circles before they vanish.

Cadence

Hold a key for a target duration with a percentage tolerance (and a floor for short targets).

Flick

A row of arrow keys. Tap them in order before time runs out.
Flick is strip-only.

Cut

Steer a cursor along a wavy guideline without slipping off.
Cut is strip-only.

Shell

Type-through goals on a fake shell. Difficulty scales the goal count; the timer is shared across all goals.

Outrun

Type characters before a “trace” bar fills. Higher difficulty = less time, more chars, harsher lines.

Balance

Inverted-pendulum dial. Q/E apply held-counter-torque (which ramps up). Stay in the green wedge for holdSeconds.
Balance is strip-only.

Masher

Mash a key to fill an arc faster than it drains. Optionally split into multiple keys.
Masher is strip-only.
When keys is supplied each key gets a 1/N slice of timeMs and must reach 100% within its slice.

Minesweeper

Classic Minesweeper.

Rhythm

4-lane note-hit. Hit % over the chart length must clear the threshold.

LightsOut

Click a cell to toggle it and its 4-neighbours. Goal: turn ALL lights ON. Generated solvable.

Towers

Block slides side-to-side; press SPACE to drop. Overhang is sliced. Reach targetStacks to win. Speed escalates +5% per block.

Safe

Safecracker dial. A/D rotate, W locks. The dial plays a tumbler-fall sound at the right tick — stop on it, lock, then reverse for the next pin. When code is supplied and the safe is cracked, a sticky-note overlay shows the code and waits for the player to dismiss it before the export resolves.

Frequency (solo-only on this page)

A two-player tuning game. The “viewer” reads a target waveform, the “tuner” adjusts probe frequency and amplitude until both axes are within tolerance, then both players hold for holdSeconds to win. The server is authoritative. For the two-player setup, see the dedicated Frequency multiplayer page. The export below covers solo debug usage and the per-client invocation that the server triggers behind the scenes.